#version 450 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 tex_coord;
out vec2 vertex_tex_coord;
layout (location = 0) uniform int mode;
layout (location = 1) uniform mat4 model;
layout (location = 2) uniform mat4 view;
layout (location = 3) uniform mat4 projection;
void main()
{
    if (mode  == 0)
        gl_Position = vec4(position, 1.0);
    else if (mode == 1)
        gl_Position = projection * view * model * vec4(position, 1.0);
    vertex_tex_coord = tex_coord;
}